Hey, why not?
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Quest for Knowledge (1): Pressure plates
The Uncturage (2): Arrow rotator tokens
Deep Uncturage (3): Hot tiles
Under the Library (4): Briar
Interlude: Negotiations (5): S.A.B.E.R.S., player role (negotiator)
Homeward Ascent (6): Mirrors
Midway Outpost (7): Adders
Echo Chasms (8): Platforms
King Dugan's New Dungeon (9): Player role (guard)
River Dugan (10): Waterskippers, rafts, bridges
Holding Vats (11): Tarstuff switching tokens
The City (12): Citizens, relay stations
Archival Catacombs (13): Clone potions
Torture Chambers (14): Scripted mimics
Oremite Breeding Ground (15): Oremites
Rasarus Archipelago (16): Gel
Pirate Hideout (17): Speed potions
Interlude: A Goblin's-Eye View (18): Player role (goblin)
Forgotten Ruins (19): Aumtlichs
Frozen Depths (20): Stalwarts
Rocky Hollow (21): Rock giants
Abyssian Fortress (22): *none*
Upper Lowest (23): Builders
Lowest Proper (24): Spoiler
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×Halph, functioning like the 'Neather from KDD
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Yes, one (or sometimes more) new element introduced *each level*. I personally liked it, but I know most people did not. This was changed in GatEB and Flood Warning, where new elements were uncommon and many levels focused on existing elements. I think TCB could have been better if it was a new element for every odd level, and exploring the uses of the new element / using old elements every even level. Will TSS be like GatEB, like TCB, or like the situation I just described?
Also, there were about a dozen other new elements that did not fit into one of these levels in any way, including cracked/broken orbs and other player roles and... Was this to let unofficial architects play with and build puzzles around these elements on their own?
Reviewing the list, it seems that TCB only had 24 major puzzle levels? Am I missing something?
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